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Messages - sjaustirni

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General / Re: intersection between sprites from different classes
« on: April 23, 2018, 02:00:19 pm »

As it is very often the case, the answer to the question is - it depends. More specifically, it depends on the collision body you want to use.

If rectangles are enough for you, it is easy. You can call getGlobalBounds() on your Sprite objects, which returns a rectangle. Then you have two rectangles with which you can call intersects() to check for collisions.

There are other approaches (SAT, pixel-perfect, ...) but this ought to be the easiest one (and usually is enough for axis aligned box collisions).

Also, as a note aside, it is a good programming practice to call your methods with a verb, not noun(s). And you don't have to put rock in front of method names in Rock class, they already are in its namespace. This is not C.

Happy coding :)

General / Re: update loop independent from main
« on: April 22, 2018, 10:38:56 pm »
SFML doesn't have an ECS built-in as Unity does (for obvious reasons). Maybe you want to implement it.

General / Re: PixelPerfectTest: car simulation
« on: April 17, 2018, 08:05:21 am »
If you're worried about your collision detection not being able to detect a collision between frames, the way to do it is usually casting a ray before your car in the direction of the car's velocity, possibly multiple of those even.

Graphics / Re: Getting camera images
« on: April 15, 2018, 07:10:41 pm »
Well, assuming you have access to the camera output pixels, it is a matter of loading those pixels to sf::Texture via loadFromMemory() then rendering it to the screen.

That being said, the taken picture data should be easy to obtain, but I don't think you can get the "camera view" without actually recording. Even if you do record, you'll have to pray that the decoding library you chose can stream files (because SFML does not contain any video decoders).

Graphics / Re: Getting camera images
« on: April 15, 2018, 06:57:16 pm »
Hello! Welcome on the SFML forums!

I am not sure whether I understand you correctly, are you trying to screenshot what is in the sf::View?
Or are you talking about real-world camera, trying to stream camera output into an SFML application?

General discussions / Re: Information about ObEngine
« on: April 14, 2018, 08:54:14 am »
Hi there!

i really want to know why the travis build fail?
The result of the very last build you can find here: https://github.com/Sygmei/ObEngine
You can see this snippet there, which suggests CMake couldn't find Qt library
(click to show/hide)

if i follow the " tutorial : Building Ă–bEngine "  it will work ?
If you pick a build that passes it should. This one seems promising.

i would like to became a contributor, anyone know the owner? on the wiki there are some links broken... i would like to fix it .
Having had a quick look at the wiki it looks very well written. There are some localhost links, but that is because the wiki is WIP. If you really think that there is something you can fix, I suggest you to open an issue there.

Also, please note that this is SFML forum. ObEngine simply happens to be using it. If you encounter an issue with an opensource repository in the future, it would be much appreciated (and quicker for you) if you actually contacted the owners of the project directly. You can sometimes contact them via email on their Github profile page, if that is not the case, opening a new issue is usually the best next thing to do.

Happy coding  ;D

Graphics / Re: settings.antialiasingLevel = 16; if there is a border ?
« on: November 29, 2017, 03:50:46 pm »
Border? Are you asking whether there is a limit to how high the AA level can get?

Well, the answer is, I believe, it depends. More specifically, it depends on your particular graphic card and the drivers for it installed, which means that what may work on your system doesn't have to work that well on others. However, the AA level is automatically set to its highest if the required settings are above the supported ones.

General discussions / Re: SFML doxygen stylesheets
« on: November 17, 2017, 06:40:09 pm »
Shite, I missed that. My apologies.  ;D

General discussions / Re: SFML doxygen stylesheets
« on: November 16, 2017, 10:00:26 pm »
This is really a discussion that belongs to the Doxygen forum, not SFML, but you can get inspired by this project's README, more precisely this part
The following command will generate the default Doxygen files.

doxygen -w html header.html footer.html customdoxygen.css

Graphics / Re: Create sprite constantly?
« on: October 29, 2017, 11:11:10 am »
Whilst it is only one sprite you're creating this way, the performance hit may not be noticeable, it is advised to only put the very necessary code into your render() function, since it is the function that is expected to be called most often.
Rephrased - no, sprites should be created only when it is absolutely needed, optimally only once, preferably somewhere around the code where you load the textures.

General / Re: Difference between list and list::iterator
« on: October 25, 2017, 05:53:35 pm »
That is a C++ question. This is the SFML forum. For C++-only questions it is advised to seek another forum to post at.

Neverthless, regarding your questions, you ought to read something about STL containers. Meanwhile read here: http://www.cplusplus.com/reference/iterator/ and http://www.cplusplus.com/reference/list/list/

SFML projects / Re: AchBall
« on: October 12, 2017, 05:33:13 pm »
I can do Slovak (which covers Czech market as well), if you're interested.

General discussions / Re: Is there an SFML Mario tutorial?
« on: October 09, 2017, 02:22:25 pm »
Can't comment on the code quality, but there sure are some SFML Mario projects on Github.

Besides, Mario is not the only type of game you can learn SFML concepts from. There are lots of SFML platformers. Or if you have a particular question, just ask here on the forum.

Good luck coding :D

SFML projects / Re: TacWars a puzzle/RPG using SFML for IOS/OSX
« on: September 18, 2017, 03:01:09 pm »
Regarding Windows port - you may try to use a virtualisation software (VirtualBox for instance). If that is not an option, I have been able to setup a cross.compilation environment on my Linux VPS for compiling SFML project for Windows and Linux. It worked no problem. If you choose to do it this way, feel free to PM if you need any help.

SFML projects / Re: Nero Game Engine
« on: August 26, 2017, 01:09:18 pm »
Neat progress on the Nero, Keep up the good work!

Concerning logo, IMHO the font is not suitable for a logo at all. The graphic is so-so, I wouldn't use it for sure. It is apparent you're not a logo designer (nor am I. It takes a lot of time and skill to become good at designing logos). If you want to get inspired, however, I recommend looking at dribbble posts.  https://dribbble.com/search?q=logo&s=latest

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